I more or less made this for personal use, but I noticed the patch that is here for it had a minor error; and that it was one more .esp to add to my LO in addition to the Mojave Distribution plugin which is hosted with the main file.

Overall purpose: Deliver weapons made by Millenia throughout the Capital and Mojave Wasteland in one .esp

So what I have done is I've taken the original patch hosted here by Scourge and merged it with the existing Mojave Distribution Plugin found on the nexus. To resolve the underlying issue with Scourges original patch, I have taken the original TTW Supermutant Weapons FormID list and added ALL of the rifle grip weapons to it. That said, if any weapons fail to animate, let me know and I'll pull them from the list(Give me a weapon name... No guesswork please).

Installation Instructions;

Install Info

Get the original mod from here and install it as you normally would. Including any prerequisites etc.

Download my .esp below place it in your data folder DO NOT use the original leveled list plugin from the main mod page with this one. They are exactly the same except mine adds the DC distribution.

Technical Info: A merged patch is suggested for this mod. That said TTW's Supermutant formID list was used as a base, so it should be compatible given that you have nothing else altering it... Seriously though, make a merged patch.

I will support this as best I can as time permits. Any bugs, please share them and I'll get them solved ASAP.

You don't necessarily need to remove the weapons from the lists if they don't animate. I did a little trick on my Shrapnel conversion that allowed them to use PSG-1s, M14s, Gewehrs, and HK-417 Snipers.

I will have examples of what I changed below. Just create a new formid with the weapon and apply the Marksman Rifle animations (I don't think the reload animations need to be changed.) and set the weapon to player only. Remove the original weapon from the SupermutantWeapons formlist and replace it with the new one you made. DO NOT overwrite anything.

You will also need to make condition lists, and a withammo list. The player will still be able to pick up the ammo, but not the weapon itself.

The weapon that was incompatible with supermutants:

After, a working version:

Then, the final result after making a condition list, a withammo list, and it spawning on a Super Mutant Overlord:

Thats a side view of a supermutant one-handing an automatic grenade launcher. It originally had grip animations, which I removed to achieve that effect

Shooting at me:

Compare the top and bottom animation and add what I added to the bottom image to make them work. I replaced DEFAULT attack to AttackLoop, and made them Automatic.

This is completely optional... but it makes it feel much less restricted. I just wanted to let you know since you had problems

Cheers mate! If any come up I'll do as you suggested there, nice workaround. *Hopefully* there will be no need, up to this point I've been using just the normal mod; and now I'm in the mojave. I'll have to pop in and test it out. I appreciate the tutorial man; I'm normally a Skyrim modder, just got sick of it so I thought I'd try my hand at FNV. Similar, but there are a few things which I'm not accustomed to yet.

"Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you." -- Friedrich Nietzsche

Hmm.....DC overlord muties do not fire Vintorez even they hold them on their hand. Sometimes some muties do not fire Bush M4's. Perhaps certain bug prevents DC muties firing of semi auto guns by Mill...?

What about the TTW support ESPs by T3T in the _OPTIONAL folder of Weapons of the New Millenia which you have to install manually instead of through the install app? Is Scourge also known as T3T? If not, is Bulwark's still better than the TTW support file that you have to install manually in Weapons of the New Millenia 1.1a?

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

The TTW support just changes some of the weapons to use WRP style textures. It was made before weapon mods were added to TTW so it doesn't really work anymore. Someone needs to make modded versions of the weapons to update it.

i am in the process of installing WoTNM and im wondering what .esps i need to install to get it to work. Do i only need the assets (meshes,textures,sounds), the original esm and the esp provided in this thread ?

This is what I have installed and better to just install it manually instead of with the WotNM installer.
Weapons.of.the.New.Millenia.esm
Weapons.of.the.New.Millenia.Cheat.Cabinet.TTW.esp
Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp
Weapons.of.the.New.Millenia.Store.esp
weapons.of_.the_.new_.millenia.ttw_.unified.distribution.esp

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

2) Download the Weapon Animation Replacers (not the FOMOD unless you want to customize the animations from 3 choices for each category, but the default I think is nice enough) here: http://www.nexusmods.com/newvegas/mods/38527/?

3) If you already have the Weapon Mod Menu, skip to 4. If not, download the Weapon Mod Menu here: http://www.nexusmods.com/newvegas/mods/44515/?
If you are installing this, deactivate UIO, activate the Weapon Mod Menu, then reactivate UIO.

5) From the folder where you extracted the original WotNM files, open the "Premade.Weapons..." folder, and copy the meshes, sound and textures folders to a new folder. Name it something like "WotNM_TTW".

6) Copy the esp's and esm's from within this folder to your "WotNM_TTW" folder. IF you want a cheat cabinet kept for you with all the guns for testing in Goodsprings, keep the "Weapons...CheatCabinet.esp" file, otherwise delete it.

7) Delete the "Weapons...LeveledLists.esp", and replace it with GrandBulwark's "weapons.of_.the_.new_.millenia.ttw_.unified.distribution.esp" which adds leveled lists for both DC and New Vegas for WotNM guns.

8) IF you want the Gun Runners to also sell WotNM guns, add the meshes, sound, textures, and "Weapons...Store.esp" from the "Optional.Store" folder to your "WotNM_TTW" folder. This will conflict with any mod that modifies the Gun Runners HQ.
*You shouldn't run into issues with this, but if you do just place "Weapons...Store.esp" lower than the conflicting mod in your load order.
**If you STILL keep getting crashes with this esp and STILL want the store, use the "Store.LITE.esp" version which adds a separate vendor that sells WotNM guns right next to the Gun Runners vendor- however this LITE version has been known to cause conflicts. If all else fails, just disable/delete the Store esp).

9) The "_OPTIONAL" folder contains Heffy AR15 animation support if you want an alternate type of animation for WotNM guns, and smaller textures to replace over the default WotNM gun textures if you want slightly more performance. I would just ignore this and delete it if your computer is 'normal' by today's standards and not a potato. Also disregard the "T3T TTW Support Esps" folder, this is outdated and now known to cause issues.

I see GrandBulwark hasn't been around for a couple of months now so I was hoping that someone else is still using this mod [WotNM+UD], I am having an issue with the MP412 REX pistol [xx000AF9], specifically: the reload animation sound is not playing.

I read this post, mentioning that this pistol uses Fallout 3's .32SnubNose reload animation - could this be the problem?

Could someone possibly please test their in-game MP412 REX to see if it has a reload sound? That would at least confirm the problem is on my end.

Edit: The Mauser C96 pistol [xx000E9D] and the MBA Gyrojet pistol [xx003445] also do not have any reload animation sounds [they are using the MauserPistol animation, also a FO3 animation]

Edit: .22 Revolver [ex .32 revolver] is also silent during reload :/

Edit: I think I've narrowed it down to using Improved Sound FX fnv mod... very strange and difficult to find root cause :/

I don't know if this patch is still being updated but is there any chance to include the other weapons Millenia has made into this patch? The Browning P35, IMI Desert Eagle and the Beretta 87 Target as examples.

- It includes WotnMLeveledListQuestScript and its associated Quest from Weapons.of.the.New.Millenia.Leveled.Lists.esp but doesn't actually add anything to them, instead adding to the Leveled Lists manually. Not sure why this should be merged unless you just want to save on load order space, which the user can do.

- VendorWeaponsGunsTier1DC is present but completely blank, not even including TTW's entries. Looking at the script these weapons and associated ammo should probably be added along with TTW's entries: CondMGSh18MMPLoot, CondMPB6P9MMPLoot, CondMC96MMPLoot, CondC1849MMPLoot, CondMP412RMMPLoot, CondTokarevMMPLoot, CondSW38SMMPBLoot, CondMMakarovMMPLoot, CondMGyrojetMMPLoot, CondHMSMGMMPLoot, CondR870SOMMPLoot.

I will make some patches and edit this post when I do. (Personally I'd like to edit the script but GECK keeps hanging for me.)

Edit: Patches are attached. Choose ONE.

* WotNM TTW Unified Distribution Patch.esp - Use this if you just want the fix to VendorWeaponsGunsTier1DC. Requires weapons.of_.the_.new_.millenia.ttw_.unified.distribution.esp. Merging with the original is fine.

* WotNM TTW Unified Distribution Mono.esp - Use this if you use Mono's rebalanced WoTNM. Original unified patch file not required. This includes Mono's rebalanced Weapons.of.the.New.Millenia.Leveled.Lists.esp quest and script and will cause the game to hang if you have both enabled.